问题
I am learning assembler quite a while and I am trying to rewrite some simple procedures \ functions to it to see performance benefits (if any). My main development tool is Delphi 2007 and first examples will be in that language but they can be easily translated to other languages as well.
The problem states as:
We have given an unsigned byte value in which each of the eight bits represents a pixel in one row of a screen. Each single pixel can be solid (1) or transparent (0). So in other words, we have 8 pixels packed in one byte value. I want to unpack those pixels into an eight byte array in the way that youngest pixel(bit) will land under the lowest index of the array and so on. Here is an example:
One byte value -----------> eight byte array
10011011 -----------------> [1][1][0][1][1][0][0][1]
Array index number -------> 0 1 2 3 4 5 6 7
Below I present five methods which are solving the problem. Next I will show their time comparison and how I did measure those times.
My questions consist of two parts:
1.
I am asking you for detailed answer concerning methods DecodePixels4a
and DecodePixels4b
. Why method 4b
is somewhat slower than the 4a
?
If for example it is slower because my code is not aligned correctly then show me which instructions in a given method could be better aligned and how to do this to not break the method.
I would like to see real examples behind the theory. Please bear in mind that I am learning assembly and I want to gain knowledge from your answers which allows me in the future to writing better optimized code.
2.
Can you write faster routine than DecodePixels4a
? If so, please present it and describe optimization steps that you have taken.
By faster routine I mean routine that runs in the shortest period of time in your test environment among all the routines presented here.
All Intel family processors are allowed and those which are compatible with them.
Below you will find routines written by me:
procedure DecodePixels1(EncPixels: Byte; var DecPixels: TDecodedPixels);
var
i3: Integer;
begin
DecPixels[0] := EncPixels and $01;
for i3 := 1 to 7 do
begin
EncPixels := EncPixels shr 1;
DecPixels[i3] := EncPixels and $01;
//DecPixels[i3] := (EncPixels shr i3) and $01; //this is even slower if you replace above 2 lines with it
end;
end;
//Lets unroll the loop and see if it will be faster.
procedure DecodePixels2(EncPixels: Byte; var DecPixels: TDecodedPixels);
begin
DecPixels[0] := EncPixels and $01;
EncPixels := EncPixels shr 1;
DecPixels[1] := EncPixels and $01;
EncPixels := EncPixels shr 1;
DecPixels[2] := EncPixels and $01;
EncPixels := EncPixels shr 1;
DecPixels[3] := EncPixels and $01;
EncPixels := EncPixels shr 1;
DecPixels[4] := EncPixels and $01;
EncPixels := EncPixels shr 1;
DecPixels[5] := EncPixels and $01;
EncPixels := EncPixels shr 1;
DecPixels[6] := EncPixels and $01;
EncPixels := EncPixels shr 1;
DecPixels[7] := EncPixels and $01;
end;
procedure DecodePixels3(EncPixels: Byte; var DecPixels: TDecodedPixels);
begin
asm
push eax;
push ebx;
push ecx;
mov bl, al;
and bl, $01;
mov [edx], bl;
mov ecx, $00;
@@Decode:
inc ecx;
shr al, $01;
mov bl, al;
and bl, $01;
mov [edx + ecx], bl;
cmp ecx, $07;
jnz @@Decode;
pop ecx;
pop ebx;
pop eax;
end;
end;
//Unrolled assembly loop
procedure DecodePixels4a(EncPixels: Byte; var DecPixels: TDecodedPixels);
begin
asm
push eax;
push ebx;
mov bl, al;
and bl, $01;
mov [edx], bl;
shr al, $01;
mov bl, al;
and bl, $01;
mov [edx + $01], bl;
shr al, $01;
mov bl, al;
and bl, $01;
mov [edx + $02], bl;
shr al, $01;
mov bl, al;
and bl, $01;
mov [edx + $03], bl;
shr al, $01;
mov bl, al;
and bl, $01;
mov [edx + $04], bl;
shr al, $01;
mov bl, al;
and bl, $01;
mov [edx + $05], bl;
shr al, $01;
mov bl, al;
and bl, $01;
mov [edx + $06], bl;
shr al, $01;
mov bl, al;
and bl, $01;
mov [edx + $07], bl;
pop ebx;
pop eax;
end;
end;
// it differs compared to 4a only in switching two instructions (but seven times)
procedure DecodePixels4b(EncPixels: Byte; var DecPixels: TDecodedPixels);
begin
asm
push eax;
push ebx;
mov bl, al;
and bl, $01;
shr al, $01; //
mov [edx], bl; //
mov bl, al;
and bl, $01;
shr al, $01; //
mov [edx + $01], bl; //
mov bl, al;
and bl, $01;
shr al, $01; //
mov [edx + $02], bl; //
mov bl, al;
and bl, $01;
shr al, $01; //
mov [edx + $03], bl; //
mov bl, al;
and bl, $01;
shr al, $01; //
mov [edx + $04], bl; //
mov bl, al;
and bl, $01;
shr al, $01; //
mov [edx + $05], bl; //
mov bl, al;
and bl, $01;
shr al, $01; //
mov [edx + $06], bl; //
mov bl, al;
and bl, $01;
mov [edx + $07], bl;
pop ebx;
pop eax;
end;
end;
And here is how do I test them:
program Test;
{$APPTYPE CONSOLE}
uses
SysUtils, Windows;
type
TDecodedPixels = array[0..7] of Byte;
var
Pixels: TDecodedPixels;
Freq, TimeStart, TimeEnd :Int64;
Time1, Time2, Time3, Time4a, Time4b: Extended;
i, i2: Integer;
begin
if QueryPerformanceFrequency(Freq) then
begin
for i2 := 1 to 100 do
begin
QueryPerformanceCounter(TimeStart);
for i := 1 to 100000 do
DecodePixels1(155, Pixels);
QueryPerformanceCounter(TimeEnd);
Time1 := Time1 + ((TimeEnd - TimeStart) / Freq * 1000);
QueryPerformanceCounter(TimeStart);
for i := 1 to 100000 do
DecodePixels2(155, Pixels);
QueryPerformanceCounter(TimeEnd);
Time2 := Time2 + ((TimeEnd - TimeStart) / Freq * 1000);
QueryPerformanceCounter(TimeStart);
for i := 1 to 100000 do
DecodePixels3(155, Pixels);
QueryPerformanceCounter(TimeEnd);
Time3 := Time3 + ((TimeEnd - TimeStart) / Freq * 1000);
QueryPerformanceCounter(TimeStart);
for i := 1 to 100000 do
DecodePixels4a(155, Pixels);
QueryPerformanceCounter(TimeEnd);
Time4a := Time4a + ((TimeEnd - TimeStart) / Freq * 1000);
QueryPerformanceCounter(TimeStart);
for i := 1 to 100000 do
DecodePixels4b(155, Pixels);
QueryPerformanceCounter(TimeEnd);
Time4b := Time4b + ((TimeEnd - TimeStart) / Freq * 1000);
end;
Writeln('Time1 : ' + FloatToStr(Time1 / 100) + ' ms. <- Delphi loop.');
Writeln('Time2 : ' + FloatToStr(Time2 / 100) + ' ms. <- Delphi unrolled loop.');
Writeln('Time3 : ' + FloatToStr(Time3/ 100) + ' ms. <- BASM loop.');
Writeln('Time4a : ' + FloatToStr(Time4a / 100) + ' ms. <- BASM unrolled loop.');
Writeln('Time4b : ' + FloatToStr(Time4b / 100) + ' ms. <- BASM unrolled loop instruction switch.');
end;
Readln;
end.
Here are the results from my machine ( Intel® Pentium® E2180 on Win32 XP) :
Time1 : 1,68443549919493 ms. <- Delphi loop.
Time2 : 1,33773024572211 ms. <- Delphi unrolled loop.
Time3 : 1,37015271374424 ms. <- BASM loop.
Time4a : 0,822916962526627 ms. <- BASM unrolled loop.
Time4b : 0,862914462301607 ms. <- BASM unrolled loop instruction switch.
The results are pretty stable - times vary only by few percent between each test I've made. And that was always true: Time1 > Time3 > Time 2 > Time4b > Time4a
So I think that de difference between Time4a and Time4b depends of that instructions switch in the method DecodePixels4b
. Sometimes it is 4% sometimes it is up to 10% but 4b
is always slower than 4a
.
I was thinking about another method with usage of MMX instructions to write into memory eight bytes at one time, but I can't figure out fast way to unpack byte into the 64 bit register.
Thank you for your time.
Thank you guys for your valuable input. Whish I could answer all of you at the same time, unfortunately compared to the modern CPU's I have only one "pipe" and can execute only one instruction "reply" at the time ;-) So, I will try sum up some things over here and write additional comments under your answers.
First of all, I wanted to say that before posting my question I came up with the solution presented by Wouter van Nifterick and it was actually way slower then my assembly code. So I've decided not to post that routine here, but you may see that I took the same approach also in my loop Delphi version of the routine. It is commented there because it was giving me worser results.
This is a mystery for me. I've run my code once again with Wouter's and PhilS's routines and here are the results:
Time1 : 1,66535493194387 ms. <- Delphi loop.
Time2 : 1,29115785420688 ms. <- Delphi unrolled loop.
Time3 : 1,33716934524107 ms. <- BASM loop.
Time4a : 0,795041753757838 ms. <- BASM unrolled loop.
Time4b : 0,843520166815013 ms. <- BASM unrolled loop instruction switch.
Time5 : 1,49457681191307 ms. <- Wouter van Nifterick, Delphi unrolled
Time6 : 0,400587402866258 ms. <- PhiS, table lookup Delphi
Time7 : 0,325472442519827 ms. <- PhiS, table lookup Delphi inline
Time8 : 0,37350491544239 ms. <- PhiS, table lookup BASM
Look at the Time5 result, quite strange isn't it? I guess I have different Delphi version, since my generated assembly code differs from that provided by Wouter.
Second major edit:
I know why routine 5
was slower on my machnie. I had checked "Range checking" and "Overflow checking" in my compiler options. I've added assembler
directive to routine 9
to see if it helps. It seems that with this directive assembly procedure is as good as Delphi inline variant or even slightly better.
Here are the final results:
Time1 : 1,22508325749317 ms. <- Delphi loop.
Time2 : 1,33004145373084 ms. <- Delphi unrolled loop.
Time3 : 1,1473583622526 ms. <- BASM loop.
Time4a : 0,77322594033463 ms. <- BASM unrolled loop.
Time4b : 0,846033593023372 ms. <- BASM unrolled loop instruction switch.
Time5 : 0,688689382044384 ms. <- Wouter van Nifterick, Delphi unrolled
Time6 : 0,503233741036693 ms. <- PhiS, table lookup Delphi
Time7 : 0,385254722925063 ms. <- PhiS, table lookup Delphi inline
Time8 : 0,432993919452751 ms. <- PhiS, table lookup BASM
Time9 : 0,362680491244212 ms. <- PhiS, table lookup BASM with assembler directive
Third major edit:
In opinion @Pascal Cuoq and @j_random_hacker the difference in execution times between routines 4a
, 4b
and 5
is caused by the data dependency. However I have to disagree with that opinion basing on the further tests that I've made.
I've also invented new routine 4c
based on 4a
. Here it is:
procedure DecodePixels4c(EncPixels: Byte; var DecPixels: TDecodedPixels);
begin
asm
push ebx;
mov bl, al;
and bl, 1;
mov [edx], bl;
mov bl, al;
shr bl, 1;
and bl, 1;
mov [edx + $01], bl;
mov bl, al;
shr bl, 2;
and bl, 1;
mov [edx + $02], bl;
mov bl, al;
shr bl, 3;
and bl, 1;
mov [edx + $03], bl;
mov bl, al;
shr bl, 4;
and bl, 1;
mov [edx + $04], bl;
mov bl, al;
shr bl, 5;
and bl, 1;
mov [edx + $05], bl;
mov bl, al;
shr bl, 6;
and bl, 1;
mov [edx + $06], bl;
shr al, 7;
and al, 1;
mov [edx + $07], al;
pop ebx;
end;
end;
I would say it is pretty data dependent.
And here are the tests and results. I've made four tests to make sure there is no accident. I've also added new times for the routines proposed by GJ (Time10a, Time10b).
Test1 Test2 Test3 Test4
Time1 : 1,211 1,210 1,220 1,213
Time2 : 1,280 1,258 1,253 1,332
Time3 : 1,129 1,138 1,130 1,160
Time4a : 0,690 0,682 0,617 0,635
Time4b : 0,707 0,698 0,706 0,659
Time4c : 0,679 0,685 0,626 0,625
Time5 : 0,715 0,682 0,686 0,679
Time6 : 0,490 0,485 0,522 0,514
Time7 : 0,323 0,333 0,336 0,318
Time8 : 0,407 0,403 0,373 0,354
Time9 : 0,352 0,378 0,355 0,355
Time10a : 1,823 1,812 1,807 1,813
Time10b : 1,113 1,120 1,115 1,118
Time10c : 0,652 0,630 0,653 0,633
Time10d : 0,156 0,155 0,172 0,160 <-- current winner!
As you may see the results of 4a
, 4b
, 4c
and 5
are very close to each other.
Why is that? Because I've removed from 4a, 4b (4c already doesn't have it) two instructions: push eax
and pop eax
. Since I know I wont use anywhere else in my code the value under eax I do not have to prereserve it.
Now my code has only one pair of push/pop so as the routine 5.
Routine 5 prereserves value of eax beacause it firstly make copy of it under ecx but it deson't prereserve ecx.
So my conclusion is that: the difference in time execution of 5 and 4a and 4b (before the third edit) didn't concern data dependecny but was caused by additional pair of push / pop instructions.
I am very interested in your comments.
After a few days GJ invented even faster routine (Time 10d) than PhiS's. Nice work GJ!
回答1:
Your asm code is relativity slow because use stack end write 8 times to memory. Check this one...
procedure DecodePixels(EncPixels: Byte; var DecPixels: TDecodedPixels);
asm
xor ecx, ecx
add al, al
rcl ecx, 8
add al, al
rcl ecx, 8
add al, al
rcl ecx, 8
add al, al
rcl ecx, 1
mov [DecPixels + 4], ecx
xor ecx, ecx
add al, al
rcl ecx, 8
add al, al
rcl ecx, 8
add al, al
rcl ecx, 8
add al, al
rcl ecx, 1
mov [DecPixels], ecx
end;
Maybe is even faster than code with lookup table!
Improved version:
procedure DecodePixelsI(EncPixels: Byte; var DecPixels: TDecodedPixels);
asm
mov ecx, 0 //Faster than: xor ecx, ecx
add al, al
rcl ch, 1
add al, al
rcl cl, 1
ror ecx, 16
add al, al
rcl ch, 1
add al, al
rcl cl, 1
mov [DecPixels + 4], ecx
mov ecx, 0 //Faster than: xor ecx, ecx
add al, al
rcl ch, 1
add al, al
rcl cl, 1
ror ecx, 16
add al, al
rcl ch, 1
add al, al
rcl cl, 1
mov [DecPixels], ecx
end;
Version 3:
procedure DecodePixelsX(EncPixels: Byte; var DecPixels: TDecodedPixels);
asm
add al, al
setc byte ptr[DecPixels + 7]
add al, al
setc byte ptr[DecPixels + 6]
add al, al
setc byte ptr[DecPixels + 5]
add al, al
setc byte ptr[DecPixels + 4]
add al, al
setc byte ptr[DecPixels + 3]
add al, al
setc byte ptr[DecPixels + 2]
add al, al
setc byte ptr[DecPixels + 1]
setnz byte ptr[DecPixels]
end;
Version 4:
const Uint32DecPix : array [0..15] of cardinal = (
$00000000, $00000001, $00000100, $00000101,
$00010000, $00010001, $00010100, $00010101,
$01000000, $01000001, $01000100, $01000101,
$01010000, $01010001, $01010100, $01010101
);
procedure DecodePixelsY(EncPixels: byte; var DecPixels: TDecodedPixels); inline;
begin
pcardinal(@DecPixels)^ := Uint32DecPix[EncPixels and $0F];
pcardinal(cardinal(@DecPixels) + 4)^ := Uint32DecPix[(EncPixels and $F0) shr 4];
end;
回答2:
In general, I'd personally stay away from trying to optimize code by using tricks on assembler level, unless you really need that extra 2 or 3% of speed, and you're willing to pay the price of code that is harder to read, maintain and port.
To squeeze that last 1%, you might even have to maintain several versions optimized per processor, and if newer processors and an improved pascal compiler comes along, you're not going to benefit from it.
This Delphi code is faster than your fastest assembler code:
procedure DecodePixels5(EncPixels: Byte; var DecPixels: TDecodedPixels);
begin
DecPixels[0] := (EncPixels shr 0) and $01;
DecPixels[1] := (EncPixels shr 1) and $01;
DecPixels[2] := (EncPixels shr 2) and $01;
DecPixels[3] := (EncPixels shr 3) and $01;
DecPixels[4] := (EncPixels shr 4) and $01;
DecPixels[5] := (EncPixels shr 5) and $01;
DecPixels[6] := (EncPixels shr 6) and $01;
DecPixels[7] := (EncPixels shr 7) and $01;
end;
Results:
Time1 : 1,03096806151283 ms. <- Delphi loop.
Time2 : 0,740308641141395 ms. <- Delphi unrolled loop.
Time3 : 0,996602425688886 ms. <- BASM loop.
Time4a : 0,608267951561275 ms. <- BASM unrolled loop.
Time4b : 0,574162510648039 ms. <- BASM unrolled loop instruction switch.
Time5 : 0,499628206138524 ms. !!! <- Delphi unrolled loop 5.
It's fast because the operations can be done with registers only, instead of needing to store and fetch memory. Modern processors execute this partly in parallel (a new operation can be started before the previous finished), because the results of the consecutive instructions are independent of each other.
The machine code looks like this:
push ebx;
// DecPixels[0] := (EncPixels shr 0) and 1;
movzx ecx,al
mov ebx,ecx
// shr ebx,$00
and bl,$01
mov [edx],bl
// DecPixels[1] := (EncPixels shr 1) and 1;
mov ebx,ecx
shr ebx,1
and bl,$01
mov [edx+$01],bl
// DecPixels[2] := (EncPixels shr 2) and 1;
mov ebx,ecx
shr ebx,$02
and bl,$01
mov [edx+$02],bl
// DecPixels[3] := (EncPixels shr 3) and 1;
mov ebx,ecx
shr ebx,$03
and bl,$01
mov [edx+$03],bl
// DecPixels[4] := (EncPixels shr 4) and 1;
mov ebx,ecx
shr ebx,$04
and bl,$01
mov [edx+$04],bl
// DecPixels[5] := (EncPixels shr 5) and 1;
mov ebx,ecx
shr ebx,$05
and bl,$01
mov [edx+$05],bl
// DecPixels[6] := (EncPixels shr 6) and 1;
mov ebx,ecx
shr ebx,$06
and bl,$01
mov [edx+$06],bl
// DecPixels[7] := (EncPixels shr 7) and 1;
shr ecx,$07
and cl,$01
mov [edx+$07],cl
pop ebx;
Edit: As suggested, a table lookup is indeed faster.
var
PixelLookup:Array[byte] of TDecodedPixels;
// You could precalculate, but the performance gain would hardly be worth it because you call this once only.
for I := 0 to 255 do
DecodePixels5b(I, PixelLookup[I]);
procedure DecodePixels7(EncPixels: Byte; var DecPixels: TDecodedPixels);
begin
DecPixels := PixelLookup[EncPixels];
end;
Results:
Time1 : 1,03096806151283 ms. <- Delphi loop.
Time2 : 0,740308641141395 ms. <- Delphi unrolled loop.
Time3 : 0,996602425688886 ms. <- BASM loop.
Time4a : 0,608267951561275 ms. <- BASM unrolled loop.
Time4b : 0,574162510648039 ms. <- BASM unrolled loop instruction switch.
Time5 : 0,499628206138524 ms. !!! <- Delphi unrolled loop 5.
Time7 : 0,251533475182096 ms. <- simple table lookup
回答3:
Expanding on Nick D's answer, I tried the following table-lookup based versions, all of which are faster than the implementations you give (and faster than Wouter van Nifterick's code).
Given the following packed array:
const Uint64DecPix : PACKED ARRAY [0..255] OF UINT64 =
( $0000000000000000, $0000000000000001, $0000000000000100, $0000000000000101, $0000000000010000, $0000000000010001, $0000000000010100, $0000000000010101, $0000000001000000, $0000000001000001, $0000000001000100, $0000000001000101, $0000000001010000, $0000000001010001, $0000000001010100, $0000000001010101,
$0000000100000000, $0000000100000001, $0000000100000100, $0000000100000101, $0000000100010000, $0000000100010001, $0000000100010100, $0000000100010101, $0000000101000000, $0000000101000001, $0000000101000100, $0000000101000101, $0000000101010000, $0000000101010001, $0000000101010100, $0000000101010101,
$0000010000000000, $0000010000000001, $0000010000000100, $0000010000000101, $0000010000010000, $0000010000010001, $0000010000010100, $0000010000010101, $0000010001000000, $0000010001000001, $0000010001000100, $0000010001000101, $0000010001010000, $0000010001010001, $0000010001010100, $0000010001010101,
$0000010100000000, $0000010100000001, $0000010100000100, $0000010100000101, $0000010100010000, $0000010100010001, $0000010100010100, $0000010100010101, $0000010101000000, $0000010101000001, $0000010101000100, $0000010101000101, $0000010101010000, $0000010101010001, $0000010101010100, $0000010101010101,
$0001000000000000, $0001000000000001, $0001000000000100, $0001000000000101, $0001000000010000, $0001000000010001, $0001000000010100, $0001000000010101, $0001000001000000, $0001000001000001, $0001000001000100, $0001000001000101, $0001000001010000, $0001000001010001, $0001000001010100, $0001000001010101,
$0001000100000000, $0001000100000001, $0001000100000100, $0001000100000101, $0001000100010000, $0001000100010001, $0001000100010100, $0001000100010101, $0001000101000000, $0001000101000001, $0001000101000100, $0001000101000101, $0001000101010000, $0001000101010001, $0001000101010100, $0001000101010101,
$0001010000000000, $0001010000000001, $0001010000000100, $0001010000000101, $0001010000010000, $0001010000010001, $0001010000010100, $0001010000010101, $0001010001000000, $0001010001000001, $0001010001000100, $0001010001000101, $0001010001010000, $0001010001010001, $0001010001010100, $0001010001010101,
$0001010100000000, $0001010100000001, $0001010100000100, $0001010100000101, $0001010100010000, $0001010100010001, $0001010100010100, $0001010100010101, $0001010101000000, $0001010101000001, $0001010101000100, $0001010101000101, $0001010101010000, $0001010101010001, $0001010101010100, $0001010101010101,
$0100000000000000, $0100000000000001, $0100000000000100, $0100000000000101, $0100000000010000, $0100000000010001, $0100000000010100, $0100000000010101, $0100000001000000, $0100000001000001, $0100000001000100, $0100000001000101, $0100000001010000, $0100000001010001, $0100000001010100, $0100000001010101,
$0100000100000000, $0100000100000001, $0100000100000100, $0100000100000101, $0100000100010000, $0100000100010001, $0100000100010100, $0100000100010101, $0100000101000000, $0100000101000001, $0100000101000100, $0100000101000101, $0100000101010000, $0100000101010001, $0100000101010100, $0100000101010101,
$0100010000000000, $0100010000000001, $0100010000000100, $0100010000000101, $0100010000010000, $0100010000010001, $0100010000010100, $0100010000010101, $0100010001000000, $0100010001000001, $0100010001000100, $0100010001000101, $0100010001010000, $0100010001010001, $0100010001010100, $0100010001010101,
$0100010100000000, $0100010100000001, $0100010100000100, $0100010100000101, $0100010100010000, $0100010100010001, $0100010100010100, $0100010100010101, $0100010101000000, $0100010101000001, $0100010101000100, $0100010101000101, $0100010101010000, $0100010101010001, $0100010101010100, $0100010101010101,
$0101000000000000, $0101000000000001, $0101000000000100, $0101000000000101, $0101000000010000, $0101000000010001, $0101000000010100, $0101000000010101, $0101000001000000, $0101000001000001, $0101000001000100, $0101000001000101, $0101000001010000, $0101000001010001, $0101000001010100, $0101000001010101,
$0101000100000000, $0101000100000001, $0101000100000100, $0101000100000101, $0101000100010000, $0101000100010001, $0101000100010100, $0101000100010101, $0101000101000000, $0101000101000001, $0101000101000100, $0101000101000101, $0101000101010000, $0101000101010001, $0101000101010100, $0101000101010101,
$0101010000000000, $0101010000000001, $0101010000000100, $0101010000000101, $0101010000010000, $0101010000010001, $0101010000010100, $0101010000010101, $0101010001000000, $0101010001000001, $0101010001000100, $0101010001000101, $0101010001010000, $0101010001010001, $0101010001010100, $0101010001010101,
$0101010100000000, $0101010100000001, $0101010100000100, $0101010100000101, $0101010100010000, $0101010100010001, $0101010100010100, $0101010100010101, $0101010101000000, $0101010101000001, $0101010101000100, $0101010101000101, $0101010101010000, $0101010101010001, $0101010101010100, $0101010101010101);
PUint64DecPix : pointer = @Uint64DecPix;
you can write the following:
procedure DecodePixelsPS1Pas (EncPixels: Byte; var DecPixels: TDecodedPixels);
begin
DecPixels := TDecodedPixels(Uint64DecPix[EncPixels]);
end;
procedure DecodePixelsPS1PasInline (EncPixels: Byte; var DecPixels: TDecodedPixels);
inline;
begin
DecPixels := TDecodedPixels(Uint64DecPix[EncPixels]);
end;
procedure DecodePixelsPS1Asm (EncPixels: Byte; var DecPixels: TDecodedPixels);
asm
lea ecx, Uint64DecPix //[<-Added in EDIT 3]
//mov ecx, dword ptr PUint64DecPix - alternative to the above line (slower for me)
movzx eax, al
movq xmm0, [8*eax+ecx] //Using XMM rather than MMX so we don't have to issue emms at the end
movq [edx], xmm0 //use MOVQ because it doesn't need mem alignment
end;
The standard PAS and ASM implementations are fairly similar speed-wise, but the PAS implementation marked with "INLINE" is the fastest because it gets rid of all the call/ret involved in calling the routine.
--EDIT--: I forgot to say: since you are implicitly assuming something about the memory layout of your TDecodedPixels structure, it would be better if you declare it as
PACKED ARRAY [0..7] of byte
--EDIT2--: Here are my results for comparison:
Time1 : 2.51638266874701 ms. <- Delphi loop.
Time2 : 2.11277620479698 ms. <- Delphi unrolled loop.
Time3 : 2.21972066282167 ms. <- BASM loop.
Time4a : 1.34093090043567 ms. <- BASM unrolled loop.
Time4b : 1.52222070123437 ms. <- BASM unrolled loop instruction switch.
Time5 : 1.17106364076999 ms. <- Wouter van Nifterick
TimePS1 : 0.633099318488802 ms. <- PS.Pas
TimePS2 : 0.551617593856202 ms. <- PS.Pas Inline
TimePS3 : 0.70921094720139 ms. <- PS.Asm (speed for version before 3rd EDIT)
回答4:
Compilers do very good job at optimizing small routines.
I would optimize your code by using a lookup table.
Since you decode a single byte - 256 different states - you can precalculate 256 arrays with the unpacked values.
Edit: Note that Pentium processors can execute specific instructions in parallel (Superscalar architecture), it is called pairing.
回答5:
Pure software solution
Using the beautiful technique from this question, which was again inspired by this question we'll have a great solution like this with only one line of code (excluding declarations)
type TPackedDecodedPixels = record
case integer of
0: (a: TDecodedPixels);
1: (v: Int64);
end;
procedure DecodePixels(EncPixels: byte; var DecPixels: TDecodedPixels); inline;
const
magic = $8040201008040201;
mask = $8080808080808080;
begin
TPackedDecodedPixels(DecPixels).v := SwapEndian(((EncPixels*magic) and mask) shr 7);
end;
Of course you need to make sure that DecPixels
is properly 8-byte aligned or you may suffer from some slow down (or even segfaults on other architectures). You can also easily vectorize the function to make it faster
Explanation
Assume we have the following bit pattern as abcdefgh
. We'll want the output array to contain
0000000a 0000000b 0000000c 0000000d 0000000e 0000000f 0000000g 0000000h (1)
Reading that in little endian as a 64-bit integer we'll get %0000000h0000000g0000000f0000000e0000000d0000000c0000000b0000000a
. We have to find a magic number that shifts the original bits to the positions that we can extract the necessary bits
Let's multiply the value with the magic number
| b7 || b6 || b4 || b4 || b3 || b2 || b1 || b0 |
abcdefgh (1-byte value)
x 1000000001000000001000000001000000001000000001000000001000000001
────────────────────────────────────────────────────────────────
= h0abcdefgh0abcdefgh0abcdefgh0abcdefgh0abcdefgh0abcdefgh0abcdefgh
At this point all the pixels' bits have been moved to the most significant bits of the corresponding bytes. As they already lied in the right place, we just need to strip out the remaining bits with and
| b7 || b6 || b4 || b4 || b3 || b2 || b1 || b0 |
h0abcdefgh0abcdefgh0abcdefgh0abcdefgh0abcdefgh0abcdefgh0abcdefgh
& 1000000010000000100000001000000010000000100000001000000010000000
────────────────────────────────────────────────────────────────
= h0000000g0000000f0000000e0000000d0000000c0000000b0000000a0000000 (8-byte array)
Now the pixels' bits are in the most significant bits of the corresponding bytes, we need to do a logical right shift by 7 to move them to the least significant position. Because the OP wants the value in reversed order, we need SwapEndian()
to convert the bytes to big endian. If you just want little endian you can stop at this step
So the magic number is %1000000001000000001000000001000000001000000001000000001000000001 = $8040201008040201
and the mask is %1000000010000000100000001000000010000000100000001000000010000000 = $8080808080808080
. Of course in reality to solve the problem and get those values we need to do backwards from the final result → multiplied result → magic number
But why did I put the bytes in little endian at (1) and then have to convert back to big endian? Why don't just arrange the bytes in big endian order and find the magic number for that? In case you're wondering about that then it's because that way it'll only work for at most 7 bits at a time. I did that way in my old answer and have to split a bit off then combine it back later
0abcdefg
x 0000000000000010000001000000100000010000001000000100000010000001
────────────────────────────────────────────────────────────────
= 00000000abcdefgabcdefgabcdefgabcdefgabcdefgabcdefgabcdefgabcdefg
& 0000000000000001000000010000000100000001000000010000000100000001
────────────────────────────────────────────────────────────────
= 000000000000000a0000000b0000000c0000000d0000000e0000000f0000000g
Hardware support
This is actually a special case of bit expand with a constant mask. In AVX2 Intel introduced the pdep instruction in the BMI2 instruction set for that purpose, so you just need a single instruction to get the result. In other languages you can use this with the intrinsic function _pext_u64
. Unfortunately AFAIK Free Pascal doesn't support it and you have to use assembly directly. However the expression will look like this
TPackedDecodedPixels(DecPixels).v := _pext_u64(EncPixels, $0101010101010101);
Correctness check
I tried comparing the OP's version with both my versions and didn't find any problem until now. The compiler output is like this
mov al, dil
mov rbx, rsi
movzx edi, al
movabs rax, 0x8040201008040201
imul rdi, rax
movabs rax, 0x8080808080808080
and rdi, rax
shr rdi, 0x7
call 4016a0 <SYSTEM_$$_SWAPENDIAN$INT64$$INT64>
mov QWORD PTR [rbx], rax
The FPC output is still pretty much sub-optimal because the compiler doesn't know to replace the call to SwapEndian
with BSWAP, and it copies data unnecessarily. Why mov al, dil; movzx edi, al
instead of just movzx edi, dil
? As you can see, outputs from C and C++ compilers are a lot better
See How to create a byte out of 8 bool values (and vice versa)?
回答6:
I was about to give the same algorithm as Wouter van Nifterick.
In addition, I would explain the better performance in terms of dependency chains. In each of the versions that you proposed, when you unrolled your basic loop, you kept a dependency between two successive iterations: each of your shr al, $01; requires the previous value of al to have been computed. If you organize your unrolled iterations such that they can be executed in parallel, they will actually be on a modern processor. Don't be fooled by false dependencies that can be suppressed by register renaming.
Someone pointed out that the Pentium can execute two instructions at once. That's true, but modern processors (since the Pentium Pro, PII,...,Core, Core 2) are executing much more than two instructions at the same time, when they have the chance -- that is, when there is no dependency between the instructions being executed. Note how in Wouter van Nifterick's version each line can be executed independently from the others.
http://www.agner.org/optimize/ has all the information you could ever need to understand the architecture of modern processors and how to take advantage of them.
回答7:
if you only support 80386 and above you can use BTcc and SETcc set of instructions in this manner:
BT ax,1
SETC [dx]
inc dx
BT ax,2
SETC [dx]
inc dx
etc
回答8:
How about something like:
/* input byte in eax, address to store result in edx */
and eax, 0xff /* may not be needed */
mov ebx, eax
shl ebx, 7
or eax, ebx
mov ebx, eax
shl ebx, 14
or eax, ebx
mov ebx, eax
and eax, 0x01010101
mov [edx], eax
shr ebx, 4
and ebx, 0x01010101
mov [edx+4], ebx
回答9:
The likely reason that 4b is faster than 4a is that it parallelizes better. From 4a:
mov bl, al;
and bl, $01; // data dep (bl)
mov [edx], bl; // data dep (bl)
shr al, $01;
mov bl, al; // data dep (al)
and bl, $01; // data dep (bl)
mov [edx + $01], bl; // data dep (bl)
Instructions marked "data dep" cannot begin executing until the previous instruction has finished, and I've written the registers that cause this data dependency. Modern CPUs are capable of starting an instruction before the last one has completed, if there is no dependency. But the way you've ordered these operations prevents this.
In 4b, you have fewer data dependencies:
mov bl, al;
and bl, $01; // data dep (bl)
shr al, $01;
mov [edx], bl;
mov bl, al;
and bl, $01; // data dep (bl)
shr al, $01;
mov [edx + $01], bl;
With this instruction ordering, fewer of the instructions depend on the previous instruction, so there is more opportunity for parallelism.
I can't guarantee that this is the reason for the speed difference, but it is a likely candidate. Unfortunately it is hard to come across answers as absolute as the ones you are looking for; modern processors have branch predictors, multi-level caches, hardware pre-fetchers, and all sorts of other complexities that can make it difficult to isolate the reasons for performance differences. The best you can do is read a lot, perform experiments, and get familiar with the tools for taking good measurements.
回答10:
I guess it's that writing to memory (actually, cache memory) is slower than working with registers.
So,
mov [edx+...], bl
shr al, $01;
mov bl, al;
gives the processor some time to write bl
to memory before the bl
register is needed again, while
shr al, $01;
mov [edx], bl;
mov bl, al;
needs bl
immediately so the processor has to stop and wait for the memory write to complete.
This is surprising to me. Modern Intel processors do crazy pipelining and register renaming so in my opinion, if anything, DecodePixels4b should be faster, since the dependencies of each instruction are further back. The above is all the explanation I can offer, apart from this:
x86 is a terrible instruction set, and Intel does amazing and very advanced hocus-pocus to make it efficient. If I were you, I would look into something else. There's very little demand for megaMcOptimised software for PCs today. My friendly suggestion is to look into processors for mobile devices (mainly ARM), because in mobile devices, processor speed, power consumption and battery life concerns mean that micro-optimised software is more important. And ARM has a superior instruction set to x86.
回答11:
SIMD
If you extend the algorithm to processing arrays, then SIMD becomes an optimisation option. Here's a SIMD version that's 1/3 the time of an optimised C equivalent:
int main ()
{
const int
size = 0x100000;
unsigned char
*source = new unsigned char [size],
*dest,
*dest1 = new unsigned char [size * 32],
*dest2 = new unsigned char [size * 32];
for (int i = 0 ; i < size ; ++i)
{
source [i] = rand () & 0xff;
}
LARGE_INTEGER
start,
middle,
end;
QueryPerformanceCounter (&start);
dest = dest1;
for (int i = 0 ; i < size ; ++i)
{
unsigned char
v = source [i];
for (int b = 0 ; b < 8 ; ++b)
{
*(dest++) = (v >> b) & 1;
}
}
unsigned char
bits [] = {1,2,4,8,16,32,64,128,1,2,4,8,16,32,64,128},
zero [] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
ones [] = {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1};
QueryPerformanceCounter (&middle);
__asm
{
movdqu xmm1,bits
movdqu xmm2,zero
movdqu xmm3,ones
mov ecx,0x100000/4
mov esi,source
mov edi,dest2
l1:
lodsd
movd xmm0,eax
movd xmm4,eax
punpcklbw xmm0,xmm0
punpcklbw xmm4,xmm4
punpcklwd xmm0,xmm0
punpcklwd xmm4,xmm4
punpckldq xmm0,xmm0
punpckhdq xmm4,xmm4
pand xmm0,xmm1
pand xmm4,xmm1
pcmpeqb xmm0,xmm2
pcmpeqb xmm4,xmm2
paddb xmm0,xmm3
paddb xmm4,xmm3
movdqu [edi],xmm0
movdqu [edi+16],xmm4
add edi,32
dec ecx
jnz l1
}
QueryPerformanceCounter (&end);
cout << "Time taken = " << (middle.QuadPart - start.QuadPart) << endl;
cout << "Time taken = " << (end.QuadPart - middle.QuadPart) << endl;
cout << "memcmp = " << memcmp (dest1, dest2, size * 32) << endl;
return 0;
}
回答12:
Incredible smart solution Chris, what would you do with the inverse problem: make a byte from an array of 8 bytes?
Non optimized solution for the inverse problem:
BtBld PROC Array:DWORD, Pixels:DWORD
mov eax, [Array]
add eax, 7
mov edx, [Pixels]
mov bx, 0
mov ecx, 8
rpt: or bx, [eax]
dec eax
shl bx, 1
loop rpt
shr bx, 1
mov [edx], bl
ret
BtBld ENDP
回答13:
As you notice, the difference of speed in 4a and 4b implementation is because of CPU optimization (by execute multiple instructions in parallel / pipelining instruction). But the factor is not in the operands, but because of the nature of operator itself.
4a Instruction Sequence:
AND - MOV - SHR
4b Instruction Sequence:
AND - SHR - MOV
Both AND and SHR use Flags register, so these two instructions has wait state in their pipeline.
Read them as follow:
4a: AND (piped) MOV (piped) SHR
4b: AND (WAIT) SHR (piped) MOV
Conclusion: 4b has 7 more wait-state in it's pipeline than 4a, thus it's slower.
Josh mentioned that there's data dependencies, i.e.:
mov bl, al;
and bl, $01; // data dep (bl)
but it's not entirely true since those two instruction can partially be executed in paralel in CPU level:
mov bl, al -> (A:) read al (B:) write bl => (2 clocks in i386)
and bl, 01 -> (C:) read 01 (D:) write bl => idem
Sequentially they take 4 clocks, but pipelined they take only 3 "clocks" (actually the term "clock" is not adequate in pipeline perspective but I used it in context of simplicity)
[--A--][--B--]
[--C--]<wait>[---D--]
来源:https://stackoverflow.com/questions/1414911/intel-x86-assembly-optimization-techniques-in-a-sample-problem